Active: Fenriq screeches, affecting units in a cone. Enemies are dealt magic damage and are slowed for 1.5 seconds, while allies receive an attack speed boost for 4 seconds.

Magic Damage: 60 / 100 / 140 / 180 / 220 (+50% AP)

Movement Slow: 20% / 35% / 50% / 65% / 80%

Attack Speed: 10% / 30% / 50% / 70% / 90%

Divine Faith

COST: 70 mana

COOLDOWN: 18 / 16 / 14 / 12 / 6

Active: Fenriq places a blessing on a target ally, protecting them from a single ability for 3 seconds. If an ability is blocked, the blessed ally is healed.

Heal: 70 / 130 / 190 / 250 / 310 (+70% AP)

Aggressive Dive

COST: 50 / 55 / 60 / 65 / 70 mana

COOLDOWN: 12 seconds

Active: Fenriq glides forward while raking the ground with her talons, dealing physical damage to all enemies hit while reducing their armor for 3 seconds.

Physical Damage: 90 / 140 / 190 / 240 / 290 (+60% BONUS AD)

Armor Reduction: 10% / 15% / 20% / 25% / 30%

Mounted Charge

COST: 100 mana

COOLDOWN: 180 / 160 / 140

Active: Fenriq channels for 2 seconds before dashing to a target ally, taking them into the air with her for a maximum duration. The targeted ally can then left-click any location within range to begin their descent. After a 1.5 second delay, Fenriq lands, dealing physical damage and stunning all enemies hit. Fenriq and her ally then gain bonus movement speed for 5 seconds. The initial channel can be cancelled by taking damage from enemy champions.

Airborne Duration: 4 / 5 / 6 seconds

Physical Damage: 200 / 300 / 400 (+80% BONUS AD)

Stun Duration: .75 / 1.25 / 1.75 seconds

Bonus Movement Speed: 15% / 25% / 35%

==Theoretical Item Build==

Summoner's Rift

Starting

Essential

Offensive

Defensive

Consumables

==Playstyle==Fenriq is an aggressive support in the form of a griffin that is encouraged to aid the front line rather than peeling for the back. During the early game, Fenriq is meant to play a defensive role, protecting her carry from poke while foiling any attempt to engage a fight. She offers little poke, but when a fight comes, she can dive in with Aggressive Dive followed by Guardian's Call to cripple the enemy team enough for her carry to freely attack, while throwing a Divine Faith on to protect them from any disables. As a last resort, Fenriq can use her ultimate to fly both of them to safety. Come mid-game, and Fenriq's playstyle changes to a more aggressive approach, singling out targets with her offensive abilities while still keeping close to her carry to peel their attackers away. In a late game teamfight, you're encouraged to use Mounted Charge to position an immobile ally into the enemy team to engage the fight. Thanks to her passive, Fenriq can support a fight simply by attacking, healing her nearby friends for every attack. Of course, when it's a poor choice to fight, Fenriq is still a perfectly capable defender, and can force pursuers to back off with a well placed Guardian's Call, which will slow them down enough for your team to gain ground, while following with Aggressive Dive to get to safety. ==Comments==